local ____lualib = base.tsc
local __TS__Class = ____lualib.__TS__Class
local __TS__ClassExtends = ____lualib.__TS__ClassExtends
local __TS__SuperTypeArgumentsFuncWrapper = ____lualib.__TS__SuperTypeArgumentsFuncWrapper
local __TS__TypeReference = ____lualib.__TS__TypeReference
local __TS__New = ____lualib.__TS__New
local __TS__Keyword = ____lualib.__TS__Keyword
local __TS__Class2 = ____lualib.__TS__Class2
RegionCircle = base.tsc.CLASSES.RegionCircle or __TS__Class2("RegionCircle")
RegionRect = base.tsc.CLASSES.RegionRect or __TS__Class2("RegionRect")
Point = base.tsc.CLASSES.Point or __TS__Class2("Point")
Unit = base.tsc.CLASSES.Unit or __TS__Class2("Unit")
Region = base.tsc.CLASSES.Region or __TS__Class2("Region")
Vector = base.tsc.CLASSES.Vector or __TS__Class2("Vector")
Slot = base.tsc.CLASSES.Slot or __TS__Class2("Slot")
Camera = base.tsc.CLASSES.Camera or __TS__Class2("Camera")
DataCache = base.tsc.CLASSES.DataCache or __TS__Class2("DataCache")
YPR旋转 = base.tsc.CLASSES.YPR旋转 or __TS__Class2("YPR旋转")
EffectParamShared = base.tsc.CLASSES.EffectParamShared or __TS__Class2("EffectParamShared")
EffectParam = base.tsc.CLASSES.EffectParam or __TS__Class2("EffectParam")
Target = base.tsc.CLASSES.Target or __TS__Class2("Target")
ScreenPos = base.tsc.CLASSES.ScreenPos or __TS__Class2("ScreenPos")
Actor = base.tsc.CLASSES.Actor or __TS__Class2("Actor")
UnitGroup = base.tsc.CLASSES.UnitGroup or __TS__Class2("UnitGroup")
TriggerEvent = base.tsc.CLASSES.TriggerEvent or __TS__Class2("TriggerEvent")
TriggerParamTable = base.tsc.CLASSES.TriggerParamTable or __TS__Class2("TriggerParamTable")
Player = base.tsc.CLASSES.Player or __TS__Class2("Player")
Skill = base.tsc.CLASSES.Skill or __TS__Class2("Skill")
Buff = base.tsc.CLASSES.Buff or __TS__Class2("Buff")
Timer = base.tsc.CLASSES.Timer or __TS__Class2("Timer")
Item = base.tsc.CLASSES.Item or __TS__Class2("Item")
Trigger = base.tsc.CLASSES.Trigger or __TS__Class2("Trigger")
Coroutine = base.tsc.CLASSES.Coroutine or __TS__Class2("Coroutine")
IEventNotify = base.tsc.CLASSES.IEventNotify or __TS__Class2("IEventNotify")
Present = base.tsc.CLASSES.Present or __TS__Class2("Present")
Array = base.tsc.CLASSES.Array or __TS__Class2("Array")
turn_test_fkoa = turn_test_fkoa or ({})
do
    turn_test_fkoa.过 = __TS__Class()
    local 过 = turn_test_fkoa.过
    过.name = "过"
    __TS__ClassExtends(
        过,
        TriggerEvent,
        function()
            return {}
        end
    )
    function 过.prototype.____constructor(self, obj)
        __TS__SuperTypeArgumentsFuncWrapper(过, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.event_name = "过"
        self.autoForward = true
    end
    local function _TRIG_选中单位_FUNC(当前触发器, e)
        if true then
        end
    end
    turn_test_fkoa.选中单位 = base.trigger_new(
        _TRIG_选中单位_FUNC,
        {},
        false,
        nil,
        true
    )
    local function _TRIG_取消选中单位_FUNC(当前触发器, e)
        if true then
        end
    end
    turn_test_fkoa.取消选中单位 = base.trigger_new(
        _TRIG_取消选中单位_FUNC,
        {},
        false,
        nil,
        true
    )
    local function _TRIG_trg_进入战斗_FUNC(当前触发器, e)
        if true then
            turn_test_fkoa.ui_大招面板.show = true
            turn_test_fkoa.ui_队列面板.show = true
        end
    end
    turn_test_fkoa.trg_进入战斗 = base.trigger_new(
        _TRIG_trg_进入战斗_FUNC,
        {},
        false,
        nil,
        true
    )
    local function _TRIG_trg_退出战斗_FUNC(当前触发器, e)
        if true then
            turn_test_fkoa.ui_大招面板.show = false
            turn_test_fkoa.ui_队列面板.show = false
        end
    end
    turn_test_fkoa.trg_退出战斗 = base.trigger_new(
        _TRIG_trg_退出战斗_FUNC,
        {},
        false,
        nil,
        true
    )
    turn_test_fkoa.ui_队列_行动框array = __TS__New(
        Array,
        {__TS__TypeReference(_OBJ__gui_ctrl_gui_ctrl, {})}
    )
    turn_test_fkoa.ui_队列面板 = base.gui_get_part_as(
        __TS__Keyword("any"),
        base.gui_get_main_page(),
        "单位列表框"
    )
    local function _TRIG_队列更新_FUNC(当前触发器, e)
        local 单个框
        local 单位
        local 单位列表框 = base.gui_get_part_as(
            __TS__TypeReference(_OBJ__gui_ctrl_gui_ctrl, {}),
            base.gui_get_main_page(),
            "单位列表框"
        )
        if true then
            if turn_test_fkoa.ui_队列_行动框array ~= nil then
                for 遍历到的数组索引, 遍历到的数组元素 in base.ArrayIterator(turn_test_fkoa.ui_队列_行动框array) do
                    base.gui_destory(遍历到的数组元素)
                end
            else
                log.warn("不能遍历：turn_test_fkoa.ui_队列_行动框array")
            end
            turn_test_fkoa.ui_队列_行动框array = __TS__New(
                Array,
                {__TS__TypeReference(_OBJ__gui_ctrl_gui_ctrl, {})}
            )
            if e.单位队列 ~= nil then
                for 遍历到的数组索引, 遍历到的数组元素 in base.ArrayIterator(e.单位队列) do
                    单位 = base.get_unit_from_id(遍历到的数组元素)
                    单个框 = base.gui_new_component("$$gameui.template@gui_ctrl.sci_1_minor_btn")
                    base.gui_set_prop2(
                        单个框,
                        "text",
                        单位:get_show_name()
                    )
                    if 遍历到的数组索引 == 0 then
                        base.gui_set_prop2(单个框, "text_color", "#ff0000")
                    else
                        base.gui_set_prop2(单个框, "text_color", "#ffffff")
                    end
                    local ____turn_test_fkoa_ui__961F_5217__884C_52A8_6846array_0 = turn_test_fkoa.ui_队列_行动框array
                    ____turn_test_fkoa_ui__961F_5217__884C_52A8_6846array_0[#____turn_test_fkoa_ui__961F_5217__884C_52A8_6846array_0 + 1] = 单个框
                    base.gui_move_to_new_parent(单个框, 单位列表框)
                end
            else
                log.warn("不能遍历：e.单位队列")
            end
        end
    end
    turn_test_fkoa.队列更新 = base.trigger_new(
        _TRIG_队列更新_FUNC,
        {},
        true,
        nil,
        true
    )
    local function _TRIG_队列更新_new_FUNC(当前触发器, e)
        local 单个框
        local 单位
        local 单位列表框 = base.gui_get_part_as(
            __TS__TypeReference(_OBJ__gui_ctrl_gui_ctrl, {}),
            base.gui_get_main_page(),
            "单位列表框"
        )
        if true then
            if turn_test_fkoa.ui_队列_行动框array ~= nil then
                for 遍历到的数组索引, 遍历到的数组元素 in base.ArrayIterator(turn_test_fkoa.ui_队列_行动框array) do
                    base.gui_destory(遍历到的数组元素)
                end
            else
                log.warn("不能遍历：turn_test_fkoa.ui_队列_行动框array")
            end
            turn_test_fkoa.ui_队列_行动框array = __TS__New(
                Array,
                {__TS__TypeReference(_OBJ__gui_ctrl_gui_ctrl, {})}
            )
            if e.单位队列 ~= nil then
                for 遍历到的数组索引, 遍历到的数组元素 in base.ArrayIterator(e.单位队列) do
                    local 行动类型 = e.行动类型队列[遍历到的数组索引 + 1]
                    单位 = base.get_unit_from_id(遍历到的数组元素)
                    单个框 = base.gui_new_component("$$gameui.template@gui_ctrl.sci_1_minor_btn")
                    if 遍历到的数组索引 == 0 then
                        base.gui_set_prop2(单个框, "text_color", "#ffcc00")
                    else
                        base.gui_set_prop2(单个框, "text_color", "#999999")
                    end
                    if 行动类型 == 1 then
                        单个框.layout.relative[1] = 0
                        base.gui_set_prop2(
                            单个框,
                            "text",
                            单位:get_show_name()
                        )
                    else
                        单个框.layout.relative[1] = 50
                        base.gui_set_prop2(
                            单个框,
                            "text",
                            table.concat({
                                单位:get_show_name(),
                                "[大招]"
                            })
                        )
                    end
                    local ____turn_test_fkoa_ui__961F_5217__884C_52A8_6846array_1 = turn_test_fkoa.ui_队列_行动框array
                    ____turn_test_fkoa_ui__961F_5217__884C_52A8_6846array_1[#____turn_test_fkoa_ui__961F_5217__884C_52A8_6846array_1 + 1] = 单个框
                    base.gui_move_to_new_parent(单个框, 单位列表框)
                end
            else
                log.warn("不能遍历：e.单位队列")
            end
        end
    end
    turn_test_fkoa.队列更新_new = base.trigger_new(
        _TRIG_队列更新_new_FUNC,
        {},
        false,
        nil,
        true
    )
    local function _TRIG_玩家_切换场景_FUNC(当前触发器, e)
        if e.跳转玩家 == base.player_local() then
            log.info("客户端-跳转场景", e.转场时间, e.跳转玩家)
            turn_test_fkoa:黑屏_淡入(e.转场时间 / 2)
            base.timer_wait(
                e.转场时间 / 2,
                function(计时器)
                    turn_test_fkoa:黑屏_淡出(e.转场时间 / 2)
                end
            )
        end
    end
    turn_test_fkoa.玩家_切换场景 = base.trigger_new(
        _TRIG_玩家_切换场景_FUNC,
        {},
        false,
        nil,
        true
    )
    turn_test_fkoa.黑屏_淡入 = function(____, 时间)
        local pulse = 0.02
        local count = 0
        local max = base.math.ceil(时间 / pulse)
        local 黑屏panel = base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "panel_跳转黑屏"
        )
        黑屏panel.opacity = 0
        黑屏panel.show = true
        base.timer_timer(
            pulse,
            max,
            function(计时器)
                count = count + 1
                黑屏panel.opacity = count / max
            end
        )
    end
    turn_test_fkoa.黑屏_淡出 = function(____, 时间)
        local pulse = 0.02
        local max = base.math.ceil(时间 / pulse)
        local count = max
        local 黑屏panel = base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "panel_跳转黑屏"
        )
        黑屏panel.opacity = 1
        黑屏panel.show = true
        base.timer_timer(
            pulse,
            max,
            function(计时器)
                count = count - 1
                黑屏panel.opacity = count / max
                if count <= 0 then
                    黑屏panel.show = false
                else
                end
            end
        )
    end
    turn_test_fkoa.event_申请释放大招 = __TS__Class()
    local event_申请释放大招 = turn_test_fkoa.event_申请释放大招
    event_申请释放大招.name = "event_申请释放大招"
    __TS__ClassExtends(
        event_申请释放大招,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_申请释放大招.prototype.____constructor(self, obj, 单位id)
        __TS__SuperTypeArgumentsFuncWrapper(event_申请释放大招, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.单位id = 单位id
        self.event_name = "event_申请释放大招"
        self.autoForward = true
    end
    turn_test_fkoa.ui_大招_图标 = __TS__New(
        Array,
        {__TS__TypeReference(_OBJ__gui_ctrl_label, {})},
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招icon1"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招icon2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招icon3"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招icon4"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招icon5"
        )
    )
    turn_test_fkoa.ui_大招面板 = base.gui_get_part_as(
        __TS__Keyword("any"),
        base.gui_get_main_page(),
        "大招列表框"
    )
    turn_test_fkoa.ui_大招_暗 = __TS__New(
        Array,
        {__TS__TypeReference(_OBJ__gui_ctrl_label, {})},
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招dark1"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招dark2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招dark3"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招dark4"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招dark5"
        )
    )
    turn_test_fkoa.ui_大招_按钮 = __TS__New(
        Array,
        {__TS__TypeReference(_OBJ__gui_ctrl_button, {})},
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招bt1"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招bt2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招bt3"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招bt4"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招bt5"
        )
    )
    turn_test_fkoa.ui_大招_单位名 = __TS__New(
        Array,
        {__TS__TypeReference(_OBJ__gui_ctrl_label, {})},
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招ut1"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招ut2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招ut3"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招ut4"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招ut5"
        )
    )
    turn_test_fkoa.ui_大招_技能名 = __TS__New(
        Array,
        {__TS__TypeReference(_OBJ__gui_ctrl_label, {})},
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招st1"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招st2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招st2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招st2"
        ),
        base.gui_get_part_as(
            __TS__Keyword("any"),
            base.gui_get_main_page(),
            "大招st2"
        )
    )
    turn_test_fkoa.func_申请释放大招 = function(____, 按钮ID)
        base.send_custom_event(__TS__New(turn_test_fkoa.event_申请释放大招, {}, base.game, turn_test_fkoa.记录_大招单位id[按钮ID]))
    end
    turn_test_fkoa.func_大招面板刷新 = function()
        if turn_test_fkoa.记录_大招单位id == nil or turn_test_fkoa.记录_大招单位id[1] == nil then
            if turn_test_fkoa.记录_大招单位id == nil then
                log.info("return 1", turn_test_fkoa.记录_大招单位id)
            else
                log.info("return 2", turn_test_fkoa.记录_大招单位id[1])
            end
            return nil
        else
        end
        if turn_test_fkoa.ui_大招_按钮 ~= nil then
            for 索引, ui_按钮 in base.ArrayIterator(turn_test_fkoa.ui_大招_按钮) do
                local ui_图标 = turn_test_fkoa.ui_大招_图标[索引 + 1]
                local ui_技能名 = turn_test_fkoa.ui_大招_技能名[索引 + 1]
                local ui_单位名 = turn_test_fkoa.ui_大招_单位名[索引 + 1]
                local ui_暗 = turn_test_fkoa.ui_大招_暗[索引 + 1]
                local 单位
                local 单位Id = turn_test_fkoa.记录_大招单位id[索引 + 1]
                local 技能Id = turn_test_fkoa.记录_大招技能id[索引 + 1]
                local 能量 = turn_test_fkoa.记录_大招能量[索引 + 1]
                local 能量上限 = turn_test_fkoa.记录_大招能量上限[索引 + 1]
                local 技能数编
                单位 = base.get_unit_from_id(单位Id)
                if 单位 == nil then
                    ui_按钮.show = false
                else
                    技能数编 = base.eff.cache_ts(
                        __TS__TypeReference(_OBJ__spell_Spell, {}),
                        技能Id
                    )
                    ui_单位名.text = 单位:get_show_name()
                    ui_技能名.text = base.i18n.get_text_ex(
                        技能数编.Name,
                        base.i18n.get_lang()
                    )
                    ui_图标.image = 技能数编.IconName
                    log.info("面板刷新-能量", 能量, 能量上限)
                    turn_test_fkoa:func_设置单位大招能量(索引, 能量)
                    ui_按钮.show = true
                end
            end
        else
            log.warn("不能遍历：turn_test_fkoa.ui_大招_按钮")
        end
        turn_test_fkoa.ui_大招面板.show = true
    end
    turn_test_fkoa.func_设置单位大招能量 = function(____, id, 能量)
        local 能量上限 = turn_test_fkoa.记录_大招能量上限[id + 1]
        local ui_暗 = turn_test_fkoa.ui_大招_暗[id + 1]
        local ui_按钮 = turn_test_fkoa.ui_大招_按钮[id + 1]
        turn_test_fkoa.记录_大招能量[id + 1] = 能量
        ui_暗.layout.height = (1 - 能量 / 能量上限) * 64
        log.info("func_设置单位大招能量", id, (1 - 能量 / 能量上限) * 64)
        log.info(" - ", 能量, 能量上限)
        if 能量 >= 能量上限 then
            ui_按钮.color = "#664400"
        else
            ui_按钮.color = "#222222"
        end
    end
    local function _TRIG_大招面板_FUNC(当前触发器, e)
        if true then
            turn_test_fkoa.记录_大招单位id = e.单位队列
            turn_test_fkoa.记录_大招技能id = e.技能link
            turn_test_fkoa.记录_大招能量 = e.能量
            turn_test_fkoa.记录_大招能量上限 = e.能量上限
            log.info(
                "客户端-大招面板刷新",
                e.单位队列,
                e.技能link,
                e.能量,
                e.能量上限
            )
            turn_test_fkoa:func_大招面板刷新()
        end
    end
    turn_test_fkoa.大招面板 = base.trigger_new(
        _TRIG_大招面板_FUNC,
        {},
        false,
        nil,
        true
    )
    local function _TRIG_大招能量刷新_FUNC(当前触发器, e)
        if true then
            log.info("大招能量刷新", e.单位, e.能量)
            if turn_test_fkoa.记录_大招单位id == nil then
                log.info("记录=nil return")
                return nil
            else
            end
            if turn_test_fkoa.记录_大招单位id ~= nil then
                for 索引, 匹配单位 in base.ArrayIterator(turn_test_fkoa.记录_大招单位id) do
                    if e.单位 == 匹配单位 then
                        log.info("设置", 索引, e.能量)
                        turn_test_fkoa:func_设置单位大招能量(索引, e.能量)
                        break
                    else
                    end
                end
            else
                log.warn("不能遍历：turn_test_fkoa.记录_大招单位id")
            end
        end
    end
    turn_test_fkoa.大招能量刷新 = base.trigger_new(
        _TRIG_大招能量刷新_FUNC,
        {},
        false,
        nil,
        true
    )
    turn_test_fkoa.event_切换地图黑屏 = __TS__Class()
    local event_切换地图黑屏 = turn_test_fkoa.event_切换地图黑屏
    event_切换地图黑屏.name = "event_切换地图黑屏"
    __TS__ClassExtends(
        event_切换地图黑屏,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_切换地图黑屏.prototype.____constructor(self, obj, 转场时间, 跳转玩家)
        __TS__SuperTypeArgumentsFuncWrapper(event_切换地图黑屏, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.转场时间 = 转场时间
        self.跳转玩家 = 跳转玩家
        self.event_name = "event_切换地图黑屏"
        self.autoForward = false
    end
    turn_test_fkoa.event_回合制战斗_进入 = __TS__Class()
    local event_回合制战斗_进入 = turn_test_fkoa.event_回合制战斗_进入
    event_回合制战斗_进入.name = "event_回合制战斗_进入"
    __TS__ClassExtends(
        event_回合制战斗_进入,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_回合制战斗_进入.prototype.____constructor(self, obj, player)
        __TS__SuperTypeArgumentsFuncWrapper(event_回合制战斗_进入, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.player = player
        self.event_name = "event_回合制战斗_进入"
        self.autoForward = false
    end
    turn_test_fkoa.event_回合制战斗_退出 = __TS__Class()
    local event_回合制战斗_退出 = turn_test_fkoa.event_回合制战斗_退出
    event_回合制战斗_退出.name = "event_回合制战斗_退出"
    __TS__ClassExtends(
        event_回合制战斗_退出,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_回合制战斗_退出.prototype.____constructor(self, obj, player)
        __TS__SuperTypeArgumentsFuncWrapper(event_回合制战斗_退出, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.player = player
        self.event_name = "event_回合制战斗_退出"
        self.autoForward = false
    end
    turn_test_fkoa.event_大招能量刷新 = __TS__Class()
    local event_大招能量刷新 = turn_test_fkoa.event_大招能量刷新
    event_大招能量刷新.name = "event_大招能量刷新"
    __TS__ClassExtends(
        event_大招能量刷新,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_大招能量刷新.prototype.____constructor(self, obj, 单位, 能量)
        __TS__SuperTypeArgumentsFuncWrapper(event_大招能量刷新, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.单位 = 单位
        self.能量 = 能量
        self.event_name = "event_大招能量刷新"
        self.autoForward = false
    end
    turn_test_fkoa.event_大招面板刷新 = __TS__Class()
    local event_大招面板刷新 = turn_test_fkoa.event_大招面板刷新
    event_大招面板刷新.name = "event_大招面板刷新"
    __TS__ClassExtends(
        event_大招面板刷新,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_大招面板刷新.prototype.____constructor(self, obj, 单位队列, 技能link, 能量, 能量上限)
        __TS__SuperTypeArgumentsFuncWrapper(event_大招面板刷新, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.单位队列 = 单位队列
        self.技能link = 技能link
        self.能量 = 能量
        self.能量上限 = 能量上限
        self.event_name = "event_大招面板刷新"
        self.autoForward = false
    end
    turn_test_fkoa.event_队列更新 = __TS__Class()
    local event_队列更新 = turn_test_fkoa.event_队列更新
    event_队列更新.name = "event_队列更新"
    __TS__ClassExtends(
        event_队列更新,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_队列更新.prototype.____constructor(self, obj, 单位队列)
        __TS__SuperTypeArgumentsFuncWrapper(event_队列更新, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.单位队列 = 单位队列
        self.event_name = "event_队列更新"
        self.autoForward = false
    end
    turn_test_fkoa.event_队列更新_new = __TS__Class()
    local event_队列更新_new = turn_test_fkoa.event_队列更新_new
    event_队列更新_new.name = "event_队列更新_new"
    __TS__ClassExtends(
        event_队列更新_new,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_队列更新_new.prototype.____constructor(self, obj, 单位队列, 行动类型队列)
        __TS__SuperTypeArgumentsFuncWrapper(event_队列更新_new, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.单位队列 = 单位队列
        self.行动类型队列 = 行动类型队列
        self.event_name = "event_队列更新_new"
        self.autoForward = false
    end
    turn_test_fkoa.event_队列更新_插入大招 = __TS__Class()
    local event_队列更新_插入大招 = turn_test_fkoa.event_队列更新_插入大招
    event_队列更新_插入大招.name = "event_队列更新_插入大招"
    __TS__ClassExtends(
        event_队列更新_插入大招,
        TriggerEvent,
        function()
            return {}
        end
    )
    function event_队列更新_插入大招.prototype.____constructor(self, obj, 单位队列)
        __TS__SuperTypeArgumentsFuncWrapper(event_队列更新_插入大招, {}, TriggerEvent.prototype.____constructor)(self)
        self.obj = obj
        self.单位队列 = 单位队列
        self.event_name = "event_队列更新_插入大招"
        self.autoForward = false
    end
    turn_test_fkoa.trg_进入战斗:add_event_common({obj = base.game, event_name = "event_回合制战斗_进入"})
    turn_test_fkoa.trg_退出战斗:add_event_common({obj = base.game, event_name = "event_回合制战斗_退出"})
    turn_test_fkoa.队列更新:add_event_common({obj = base.game, event_name = "event_队列更新"})
    turn_test_fkoa.队列更新_new:add_event_common({obj = base.game, event_name = "event_队列更新_new"})
    turn_test_fkoa.玩家_切换场景:add_event_common({obj = base.game, event_name = "event_切换地图黑屏"})
    turn_test_fkoa.大招面板:add_event_common({obj = base.game, event_name = "event_大招面板刷新"})
    turn_test_fkoa.大招能量刷新:add_event_common({obj = base.game, event_name = "event_大招能量刷新"})
end
